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Albion Online (AO) is a medieval fantasy MMORPG being developed by Sandbox Interactive, a studio based in Berlin, Germany. Players can currently purchase “Founder’s Packs” which grant access to the closed beta play-tests which have been run intermittently by Sandbox Interactive

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Albion Online‘s closed beta phase is closer than ever, so you better get ready to tear down the gates and jump into the medieval MMO! Well, if you are one of the chosen ones to enter the closed beta, that is.

On the 23rd of November the Legendary Founders will be able to enter the servers, as the first players to traverse the shores of Albion. Then on the 24th, the Epic Founders get to enter as well, and last but not least the Veteran Founders get access to the closed beta on the 25th.

Since the last testing period, the game has undergone some significant changes. The combat system has seen a complete overhaul, ass new skills and skillshots have been added, as well as spells and even whole new armors! In addition, everything regarding to combat has been re-balanced. Treasure Chests and Shrines have been placed in PvP areas, so you’ll be able to find valuable loot there and craft enchanted gear. Is there any better reason to fight?

Personal and Guild Islands will be upgradable in the closed beta, so there’ll be far more room for activities! Labourers will help you cover your gathering needs, and the learning points have been reworked to be a bonus system to progress through the new Destiny Board. Also, Premium Accounts will be introduced in the closed beta. This function will grant you additional loot from killed mobs and allows you to progress through the Destiny Board faster.

November 23rd is still pretty far away, but at least you’ll know how long you still have to prepare!

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AO became boring, plain and simple. We went from a progression gated by weapon fame grind and PvE/PvP activities to all content being gated by gathering, and it’s completely unbalanced. There is absolutely no logic in farming your weapon in a few hours and then spend a month gathering. There is no incentive to do more gateways, hellgates, raids, castles or even decent OW-PvP. You login, realize all you have to do is gather, stay by your guild’s chest a couple hours and logout.

To be fair, we actually got amazing upgrades in this BETA. The new way tiers work for weapons/armors (including crafting), masteries and progression simplification are a few examples of great steps. By the other hand, the way the fame progression was dealt with is absolutely horrendous, and it makes no sense to implement such changes on the last BETA, only a few months before launch. I have to be honest, it feels like we took giant steps back.
Don’t get me wrong, I am not asking to “nerf gathering grind”. in BETA 1 gathering was too easy, agreed, so we actually needed some more difficulty on it. Problem is this game is right now far away from being difficult or hardcore; it’s boring, a complete snoredom. There is zero risk in spending hours, days, weeks wandering around in black zones in which you won’t find anyone and praying for the gods that some 6.3 node will not be depleted in one of the tens of maps you visit.That’s the hardcore of this game: walk around and hope for some gathering node. No PvP, no PvE.

Now, even we force ourselves to OW-PvP, even then it’s weird. You again have to walk endless hours and hope for an enemy to show up, usually in numbers that won’t allow even a decent fight. There is no reason to gather friends and do a gateway or hellgate, or even less motive to gather a big group and raid or invade a castle.

The worst part of all this is that the “solution” proposed on gems is absurdly useless in the big picture, and once we criticized it there is now complete silence. Not a single comment or answer on how things are going.

We need to take a step back and realize the current progression is simply awful. Gathering cannot be the main gate for gameplay progression (although it has to be relevant, of course). Now, add all this to this gigantic map size in which no one faces no one due to the spread of players and the ridiculous amount of dungeons and you get what we have now.

My suggestions: weapon grind to be way harder and more rewarding, plus its masteries to mean more (just an idea, but perhaps you could unlock vanilla tiers on the tree and enchanted weapon/armor on the masteries); More resources around/better respawning and a a small nerf on gathering grind at higher tiers; more incentives for gateways/hellgates/raids; remove most of dungeons and link those that remain (link clusters); remove the central outlands island or make it red zone (GvGs with soft gear cap for smaller guilds).

1) 3 Faction System
Current Guild v Guild system caters to a very select few. It basically boils down to communist guild systems fielding their 5 best players, while the rest of the guild gathers and crafts for them. 99% of the player base never experience GvG. In a faction system, more people can participate in the effort.

Territories would need a rework: Major territory; ie Castle, City, and 4 support territories that feed the Major territory; 1 x high in fiber, 1 x high in ore, 1 x high in lumber, 1 x high in hide. The major territory is attacked / defended by factions. These battles would be 20v20 or higher. The support territories are controlled by guilds in 10v10s or higher. In order for a major territory to be taken, its support territories would need to be taken first (in essence weakening the major territory and making it susceptible to attack). A single faction must control all 4 support territories before making the assault on the major territory.

Once you join a faction, all characters on your account are automatically added to the faction. This eliminates spies and people rolling alternates to be murderers.
2) 2 Zone Types – Black and Green
Black zones would allow full pvp / loot for factions and murderers and resources and terrtories up to tier VIII.
Green zones would be safe areas up to tier IV.
Yellow and red zones will become obsolete with the other changes recommended.

3) Reputation – Return of the Dread Lords.
Some people have no desire to pvp, or be forced into pvp all the time. With a faction and reputation system in place, you would eliminate much of the forced pvp. If someone is not in a faction, then the only pvp they would get is by being murdered. Murderers would have to be non-faction characters (they can be in a non-faction guild however). There would be stiffer penalties for murderers, such as loss of fame on death, larger silver drops (bounty rewards?), etc.

Why would someone want to be in a faction? Faction control of territories would give safer harvesting options and possibly zone buffs such as speed boosts, health boosts, etc.

Why would someone want to be a murderer? Instead of getting just fame, murderers would also get infamy. Infamy would unlock a separate destiny board with abilities that would help them to survive in a world where they would be hunted, ie better stealthing options, access to zones that cater to murderers only (a guardless town?), etc.

4) Travel Changes
The plans for travel changes sound great, but would would be made better if the gallop mode only worked on roads. You open up more pvp encounters when people know that the roads will be the most heavily traversed.

5) Crafting, Gear, and The Destiny Board
Rework the destiny board and remove specializations. For example, a bow user should be able to use all bow types with the same level of efficacy. A leather wearer should be able to wear all the leather types with the same level of efficacy. A bow crafter should be able to craft all the bow types and the same for all the leather types, etc. The different “styles” would be just that…cosmetic only. All spells would then be consolidated into the pieces.

What if, after the ffxiv gil release of 4.0 and the supposed Ala Mhigo story arc instead of continuing past that the next series of updates (and perhaps even the next expansion) neither implicated the main character as Hero of the World-Changing Event nor made his/her actions necessary for the next addition to the “Hero of the World” story arc? Could we not have a -main- story arc, which every character must experience in order to proceed and which accompanies things like level cap and substantial item level increases, alongside any number of branching story paths that are largely inconsequential to the -main- or “canon” story arc but are nevertheless intriguing and worthwhile?

In terms of story and lore, I think the answer is an obvious yes. Of course we can place a marker at any point of the main scenario and implicate the main character in some important, interesting, and world-building series of missions that can aim to entirely avoid what may happen in the main scenario. Please be aware that I am not advocating a large dump of side quests as we know them in FFXIV when I explicitly mention the main scenario as a separate entity. What I am suggesting is something of the exact same quality – it could introduce new areas, jobs, dungeons, and materials – but that is not required by the next step of the “main scenario” by lore or by character progression.

The problem of character progression is what makes this a more interesting and difficult endeavor. If there were to be a branching, optional full expansion of the game – how could it be made interesting if my main job, say DRG, does not gain levels or a substantial increase in iLvl? I think there are solutions to this, but for some their introduction would be a notable departure from the current model. One of the easier and cleanest steps towards making the content progression-relevant would be to introduce BiS (or close to it) gear at the end of the story arc.